Author Topic: Op2 Mapper/art Source Code  (Read 6068 times)

Offline robbis_1

  • Newbie
  • *
  • Posts: 10
Op2 Mapper/art Source Code
« on: March 06, 2013, 05:03:34 PM »
Does anybody here have access to the OP2 Mapper and/or OP2 Art source code?

Currently I can load the whole OP2_ART.BMP file and display it properly with animation groups etc thanks to the wiki. But I can't load shadows correctly and was hoping to find out how in the OP2 Art source code. I'd also like to load all the well0000.bmp - well0012.bmp files and maybe I can find how in the OP2 Mapper, because the wiki contains too little information about it.  :D

I'm a big fan of OP2 and I'm happy to see there's still people enjoying it! (thumbsup)  

Offline TH300

  • Hero Member
  • *****
  • Posts: 1404
    • http://op3game.net
Op2 Mapper/art Source Code
« Reply #1 on: March 08, 2013, 01:10:36 PM »
I don't have access to those source codes. But I did once start to write my own tools.

For op2art I am using a struct
Code: [Select]
  struct Image
  {
     qint32 scanlineSize;
     qint32 data;
     qint32 height;
     qint32 width;
     qint16 type;
     qint16 paletteNumber;
  };
(Note: I am using Qt, hence the Qt types; Note: for me, an image is the smallest logical unit in op2art.prt)

You can check whether data points to a shadow image by image.type & 4. If that is the case, decode the image data as 1 bpp monochrome.

The wellXXXX.bmp files are very different. Hooman made a thread about them here

Offline robbis_1

  • Newbie
  • *
  • Posts: 10
Op2 Mapper/art Source Code
« Reply #2 on: March 09, 2013, 06:00:12 AM »
Aha! I'll try decode it as 1 bpp monochrome.

The thread Hooman did looks very promising, I'll read it when I have more time.

Thanks for the help!

Offline robbis_1

  • Newbie
  • *
  • Posts: 10
Op2 Mapper/art Source Code
« Reply #3 on: March 14, 2013, 01:54:26 PM »
Sweet! I got the loading of shadows working! Thank you.
Next up is to load the tiles.

The shadows are the black things at the top  :D


Offline robbis_1

  • Newbie
  • *
  • Posts: 10
Op2 Mapper/art Source Code
« Reply #4 on: March 19, 2013, 02:10:00 PM »
Tile files are now successfully loaded as well!


Thanks a lot for that thread, it was very helpful!  (thumbsup)  

Offline robbis_1

  • Newbie
  • *
  • Posts: 10
Op2 Mapper/art Source Code
« Reply #5 on: March 23, 2013, 03:37:20 PM »
Sorry for the spam here, but does anybody have source for VOLExtractor/VOLExtractor/reVOLver?

I'd like to read the sheets.vol so I don't need to use a third party executable and go from binary -> plain text -> binary.

Offline TH300

  • Hero Member
  • *****
  • Posts: 1404
    • http://op3game.net
Op2 Mapper/art Source Code
« Reply #6 on: March 25, 2013, 11:44:28 AM »
You will find many interesting pieces of code here. Check out the VOLExplorer.

Are you ever going to tell us what you're working on?
« Last Edit: March 25, 2013, 11:45:30 AM by TH300 »

Offline Hidiot

  • Hero Member
  • *****
  • Posts: 1018
Op2 Mapper/art Source Code
« Reply #7 on: March 26, 2013, 01:34:57 PM »
I uploaded the sheets.vol files a while back. See here if it's of any help.
"Nothing from nowhere, I'm no one at all"

Offline robbis_1

  • Newbie
  • *
  • Posts: 10
Op2 Mapper/art Source Code
« Reply #8 on: March 27, 2013, 12:16:27 PM »
Thank you guys!

I'm just loading the data for fun as a hobby project, nothing special right now. :)

Offline Mathias

  • Newbie
  • *
  • Posts: 2
Op2 Mapper/art Source Code
« Reply #9 on: March 28, 2013, 07:55:14 AM »
I'm working with Robbis_1 on this project, and I'm currently trying to replicate some of the UI elements from Outpost 2. I've managed to locate the button sprites in the OP2 art collection, and create buttons that replicate the style and look of those in the game.

I'm currently looking into creating the frame for the game window itself, as well as the dialog box that pops up when you attempt to close Outpost 2 whilst in a match, but have been unable to locate them in the art collection.

I've closely inspected the ~5300 sprites about a dozen times so far, but can't seem to find anything that would make up the game window. Does anyone know where they are, what their part/sprite indices are in the art collection?

Offline Hooman

  • Administrator
  • Hero Member
  • *****
  • Posts: 4955
Op2 Mapper/art Source Code
« Reply #10 on: March 29, 2013, 12:50:59 AM »
There is some art stored as resources in one of the DLL files. That might contain things like dialog boxes, and background images. If you download a resource editor, you should be able to extract them. Google for something like "Windows resource editor". You should find something capable of extracting resources from DLL and EXE files.
 

Offline Mathias

  • Newbie
  • *
  • Posts: 2
Op2 Mapper/art Source Code
« Reply #11 on: March 29, 2013, 05:27:59 PM »
Thanks man. I'll check that out.

Offline Leviathan

  • Hero Member
  • *****
  • Posts: 4055
Re: Op2 Mapper/art Source Code
« Reply #12 on: February 13, 2015, 08:16:10 AM »
Interesting project. Looks good. There was another OP2 Art reader done also. I will find it.. so many files to sort :)

Offline Arklon

  • Administrator
  • Hero Member
  • *****
  • Posts: 1269
Re: Op2 Mapper/art Source Code
« Reply #13 on: February 13, 2015, 08:35:18 AM »

Offline Leviathan

  • Hero Member
  • *****
  • Posts: 4055
Re: Op2 Mapper/art Source Code
« Reply #14 on: February 20, 2015, 05:09:24 PM »
Ah yes. That was it.